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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117
118bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
119{ 196{
120 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
122 return 0; 203 return 0;
123 204
124 if (ob1->speed != ob2->speed) 205 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 208 * used to store nrof).
130 */ 209 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 221
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 224
146 225 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 226 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 233 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 234 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 235 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 236 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 237 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 238 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 239 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 240 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 241 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 242 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 243 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 244 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 245 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 246 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 247 || ob1->move_off != ob2->move_off
248 || ob1->move_slow != ob2->move_slow
249 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 250 return 0;
178 251
179 /* This is really a spellbook check - really, we should 252 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 253 * check all objects in the inventory.
181 */ 254 */
184 /* if one object has inventory but the other doesn't, not equiv */ 257 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 258 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 259 return 0;
187 260
188 /* Now check to see if the two inventory objects could merge */ 261 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 262 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 263 return 0;
191 264
192 /* inventory ok - still need to check rest of this object to see 265 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 266 * if it is valid.
194 */ 267 */
203 276
204 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
206 * check? 279 * check?
207 */ 280 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 282 return 0;
210 283
211 switch (ob1->type) 284 switch (ob1->type)
212 { 285 {
213 case SCROLL: 286 case SCROLL:
255 { 328 {
256 if (inv->inv) 329 if (inv->inv)
257 sum_weight (inv); 330 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 332 }
333
260 if (op->type == CONTAINER && op->stats.Str) 334 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 335 sum = (sum * (100 - op->stats.Str)) / 100;
336
262 if (op->carrying != sum) 337 if (op->carrying != sum)
263 op->carrying = sum; 338 op->carrying = sum;
339
264 return sum; 340 return sum;
265} 341}
266 342
267/** 343/**
268 * Return the outermost environment object for a given object. 344 * Return the outermost environment object for a given object.
275 op = op->env; 351 op = op->env;
276 return op; 352 return op;
277} 353}
278 354
279/* 355/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 357 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 358 * The result of the dump is stored in the static global errmsg array.
298 */ 359 */
299 360
300void 361char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 362dump_object (object *op)
356{ 363{
357 if (op == NULL) 364 if (!op)
358 { 365 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 366
366void 367 object_freezer freezer;
367dump_all_objects (void) 368 save_object (freezer, op, 1);
368{ 369 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 370}
377 371
378/* 372/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 374 * multi-object 1 which is closest to the second object.
400 */ 394 */
401 395
402object * 396object *
403find_object (tag_t i) 397find_object (tag_t i)
404{ 398{
405 object *op; 399 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 400 if (op->count == i)
409 break; 401 return op;
402
410 return op; 403 return 0;
411} 404}
412 405
413/* 406/*
414 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
417 */ 410 */
418 411
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 429}
458 430
459/* 431/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 433 * skill and experience objects.
494 } 466 }
495 467
496 op->key_values = 0; 468 op->key_values = 0;
497} 469}
498 470
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 471/*
552 * copy object first frees everything allocated by the second object, 472 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 476 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 477 * will point at garbage.
558 */ 478 */
559void 479void
560copy_object (object *op2, object *op) 480object::copy_to (object *dst)
561{ 481{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 484
565 op2->clone (op); 485 *(object_copy *)dst = *this;
566 486
567 if (is_freed) 487 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 488 SET_FLAG (dst, FLAG_FREED);
489
569 if (is_removed) 490 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
571 492
572 if (op2->speed < 0) 493 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 495
575 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
576 if (op2->key_values) 497 if (key_values)
577 { 498 {
578 key_value *tail = 0; 499 key_value *tail = 0;
579 key_value *i; 500 key_value *i;
580 501
581 op->key_values = 0; 502 dst->key_values = 0;
582 503
583 for (i = op2->key_values; i; i = i->next) 504 for (i = key_values; i; i = i->next)
584 { 505 {
585 key_value *new_link = new key_value; 506 key_value *new_link = new key_value;
586 507
587 new_link->next = 0; 508 new_link->next = 0;
588 new_link->key = i->key; 509 new_link->key = i->key;
589 new_link->value = i->value; 510 new_link->value = i->value;
590 511
591 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
592 if (!op->key_values) 513 if (!dst->key_values)
593 { 514 {
594 op->key_values = new_link; 515 dst->key_values = new_link;
595 tail = new_link; 516 tail = new_link;
596 } 517 }
597 else 518 else
598 { 519 {
599 tail->next = new_link; 520 tail->next = new_link;
600 tail = new_link; 521 tail = new_link;
601 } 522 }
602 } 523 }
603 } 524 }
604 525
605 update_ob_speed (op); 526 dst->set_speed (dst->speed);
527}
528
529object *
530object::clone ()
531{
532 object *neu = create ();
533 copy_to (neu);
534 return neu;
606} 535}
607 536
608/* 537/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
612 */ 541 */
613
614void 542void
615update_turn_face (object *op) 543update_turn_face (object *op)
616{ 544{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 546 return;
547
619 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
621} 550}
622 551
623/* 552/*
624 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
627 */ 556 */
628
629void 557void
630update_ob_speed (object *op) 558object::set_speed (float speed)
631{ 559{
632 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
633
634 /* No reason putting the archetypes objects on the speed list,
635 * since they never really need to be updated.
636 */
637
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 { 561 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0; 563 speed = 0;
645#endif
646 }
647 if (arch_init)
648 { 564 }
649 return;
650 }
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
652 {
653 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects)
655 return;
656 565
657 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
658 * of the list. */ 567
659 op->active_next = active_objects; 568 if (has_active_speed ())
660 if (op->active_next != NULL) 569 activate (false);
661 op->active_next->active_prev = op;
662 active_objects = op;
663 }
664 else 570 else
665 { 571 deactivate (false);
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673 if (op->active_next != NULL)
674 op->active_next->active_prev = NULL;
675 }
676 else
677 {
678 op->active_prev->active_next = op->active_next;
679 if (op->active_next)
680 op->active_next->active_prev = op->active_prev;
681 }
682 op->active_next = NULL;
683 op->active_prev = NULL;
684 }
685} 572}
686 573
687/* This function removes object 'op' from the list of active
688 * objects.
689 * This should only be used for style maps or other such
690 * reference maps where you don't want an object that isn't
691 * in play chewing up cpu time getting processed.
692 * The reverse of this is to call update_ob_speed, which
693 * will do the right thing based on the speed of the object.
694 */
695void
696remove_from_active_list (object *op)
697{
698 /* If not on the active list, nothing needs to be done */
699 if (!op->active_next && !op->active_prev && op != active_objects)
700 return;
701
702 if (op->active_prev == NULL)
703 {
704 active_objects = op->active_next;
705 if (op->active_next != NULL)
706 op->active_next->active_prev = NULL;
707 }
708 else
709 {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716}
717
718/* 574/*
719 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...) 578 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window 579 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of 580 * of that player is updated (this might be a suboptimal way of
725 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
726 * 582 *
727 * action is a hint of what the caller believes need to be done. 583 * action is a hint of what the caller believes need to be done.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 584 * current action are:
733 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
736 * as that is easier than trying to look at what may have changed. 588 * as that is easier than trying to look at what may have changed.
737 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
738 */ 590 */
739
740void 591void
741update_object (object *op, int action) 592update_object (object *op, int action)
742{ 593{
743 int update_now = 0, flags;
744 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
745 595
746 if (op == NULL) 596 if (op == NULL)
747 { 597 {
748 /* this should never happen */ 598 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
750 return; 600 return;
751 } 601 }
752 602
753 if (op->env != NULL) 603 if (op->env)
754 { 604 {
755 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
756 * to do in this case. 606 * to do in this case.
757 */ 607 */
758 return; 608 return;
763 */ 613 */
764 if (!op->map || op->map->in_memory == MAP_SAVING) 614 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return; 615 return;
766 616
767 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
768 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 618 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
769 { 619 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 621#ifdef MANY_CORES
772 abort (); 622 abort ();
773#endif 623#endif
774 return; 624 return;
775 } 625 }
776 626
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 627 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 628
629 if (m.flags_ & P_NEED_UPDATE)
630 /* nop */;
784 if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
785 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now = 1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now = 1;
800
801 if ((move_on | op->move_on) != move_on) 640 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 641 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 642 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
808 * to have move_allow right now. 644 * to have move_allow right now.
809 */ 645 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
812 648 m.flags_ = P_NEED_UPDATE;
813 if ((move_slow | op->move_slow) != move_slow)
814 update_now = 1;
815 } 649 }
816 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 652 * that is being removed.
819 */ 653 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 655 m.flags_ = P_NEED_UPDATE;
822 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
824 else 658 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 660
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 661 if (op->more)
834 update_object (op->more, action); 662 update_object (op->more, action);
835} 663}
836 664
837static unordered_vector<object *> mortals; 665object::vector object::objects; // not yet used
838static std::vector<object *> freed; 666object *object::first;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854}
855 667
856object::object () 668object::object ()
857{ 669{
858 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
859 671
860 expmul = 1.0; 672 expmul = 1.0;
861 face = blank_face; 673 face = blank_face;
862 attacked_by_count = -1;
863} 674}
864 675
865object::~object () 676object::~object ()
866{ 677{
867 free_key_values (this); 678 free_key_values (this);
868} 679}
869 680
870void object::link () 681void object::link ()
871{ 682{
872 count = ++ob_count; 683 count = ++ob_count;
684 uuid = gen_uuid ();
873 685
874 prev = 0; 686 prev = 0;
875 next = objects; 687 next = object::first;
876 688
877 if (objects) 689 if (object::first)
878 objects->prev = this; 690 object::first->prev = this;
879 691
880 objects = this; 692 object::first = this;
881} 693}
882 694
883void object::unlink () 695void object::unlink ()
884{ 696{
885 count = 0; 697 if (this == object::first)
698 object::first = next;
886 699
887 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
888 if (prev)
889 {
890 prev->next = next; 701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
891 prev = 0; 704 prev = 0;
892 }
893
894 if (next)
895 {
896 next->prev = prev;
897 next = 0; 705 next = 0;
706}
707
708void
709object::activate (bool recursive)
710{
711 if (has_active_speed ())
898 } 712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
899 716
900 if (this == objects) 717 /* process_events() expects us to insert the object at the beginning
901 objects = next; 718 * of the list. */
719 active_next = active_objects;
720
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
745 return;
746
747 if (active_prev == 0)
748 {
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759
760 active_next = 0;
761 active_prev = 0;
762
763 if (recursive)
764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
766}
767
768/*
769 * Remove and free all objects in the inventory of the given object.
770 * object.c ?
771 */
772void
773object::destroy_inv (bool drop_to_ground)
774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
783 /* Only if the space blocks everything do we not process -
784 * if some form of movement is allowed, let objects
785 * drop on that space.
786 */
787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
791 {
792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
795 inv->destroy ();
796 }
797 }
798 else
799 { /* Put objects in inventory onto this space */
800 while (inv)
801 {
802 object *op = inv;
803
804 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE
807 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE])
809 op->destroy ();
810 else
811 map->insert (op, x, y);
812 }
813 }
902} 814}
903 815
904object *object::create () 816object *object::create ()
905{ 817{
906 object *
907 op;
908
909 if (freed.empty ())
910 op = new object; 818 object *op = new object;
911 else
912 {
913 // highly annoying, but the only way to get it stable right now
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link (); 819 op->link ();
921 return op; 820 return op;
922} 821}
923 822
924/* 823void
925 * free_object() frees everything allocated by an object, removes 824object::do_destroy ()
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{ 825{
936 if (QUERY_FLAG (this, FLAG_FREED)) 826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
937 return; 836 return;
938 837
939 if (!QUERY_FLAG (this, FLAG_REMOVED)) 838 set_speed (0);
940 remove_ob (this);
941 839
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 840 flag [FLAG_FREED] = 1;
943 remove_friendly_object (this);
944 841
945 SET_FLAG (this, FLAG_FREED); 842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
860 }
861
862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
866
867 head = 0;
946 868
947 if (more) 869 if (more)
948 { 870 {
949 more->free (free_inventory); 871 more->destroy ();
950 more = 0; 872 more = 0;
951 } 873 }
952 874
953 if (inv) 875 // clear those pointers that likely might have circular references to us
954 {
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 {
961 object *op = inv;
962
963 while (op)
964 {
965 object *tmp = op->below;
966 op->free (free_inventory);
967 op = tmp;
968 }
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 object *op = inv;
973
974 while (op)
975 {
976 object *tmp = op->below;
977
978 remove_ob (op);
979
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982 free_object (op);
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 }
994
995 owner = 0; 876 owner = 0;
877 enemy = 0;
878 attacked_by = 0;
996 879
997 /* Remove object from the active list */ 880 // only relevant for players(?), but make sure of it anyways
998 speed = 0; 881 contr = 0;
999 update_ob_speed (this); 882}
1000 883
1001 unlink (); 884void
885object::destroy (bool destroy_inventory)
886{
887 if (destroyed ())
888 return;
1002 889
1003 mortals.push_back (this); 890 if (destroy_inventory)
891 destroy_inv (false);
892
893 attachable::destroy ();
1004} 894}
1005 895
1006/* 896/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 897 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 898 * weight of an object (and what is carried by it's environment(s)).
1009 */ 899 */
1010
1011void 900void
1012sub_weight (object *op, signed long weight) 901sub_weight (object *op, signed long weight)
1013{ 902{
1014 while (op != NULL) 903 while (op != NULL)
1015 { 904 {
1016 if (op->type == CONTAINER) 905 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 906 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 } 907
1020 op->carrying -= weight; 908 op->carrying -= weight;
1021 op = op->env; 909 op = op->env;
1022 } 910 }
1023} 911}
1024 912
1025/* remove_ob(op): 913/* op->remove ():
1026 * This function removes the object op from the linked list of objects 914 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 915 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 916 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 917 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 918 * the previous environment.
1031 * Beware: This function is called from the editor as well! 919 * Beware: This function is called from the editor as well!
1032 */ 920 */
1033
1034void 921void
1035remove_ob (object *op) 922object::remove ()
1036{ 923{
924 object *tmp, *last = 0;
1037 object * 925 object *otmp;
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042 926
1043 tag_t
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED)) 927 if (QUERY_FLAG (this, FLAG_REMOVED))
1055 return; 928 return;
1056 929
1057 SET_FLAG (op, FLAG_REMOVED); 930 SET_FLAG (this, FLAG_REMOVED);
931 INVOKE_OBJECT (REMOVE, this);
1058 932
1059 if (op->more != NULL) 933 if (more)
1060 remove_ob (op->more); 934 more->remove ();
1061 935
1062 /* 936 /*
1063 * In this case, the object to be removed is in someones 937 * In this case, the object to be removed is in someones
1064 * inventory. 938 * inventory.
1065 */ 939 */
1066 if (op->env != NULL) 940 if (env)
1067 { 941 {
1068 if (op->nrof) 942 if (nrof)
1069 sub_weight (op->env, op->weight * op->nrof); 943 sub_weight (env, weight * nrof);
1070 else 944 else
1071 sub_weight (op->env, op->weight + op->carrying); 945 sub_weight (env, weight + carrying);
1072 946
1073 /* NO_FIX_PLAYER is set when a great many changes are being 947 /* NO_FIX_PLAYER is set when a great many changes are being
1074 * made to players inventory. If set, avoiding the call 948 * made to players inventory. If set, avoiding the call
1075 * to save cpu time. 949 * to save cpu time.
1076 */ 950 */
1077 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078 fix_player (otmp); 952 otmp->update_stats ();
1079 953
1080 if (op->above != NULL) 954 if (above)
1081 op->above->below = op->below; 955 above->below = below;
1082 else 956 else
1083 op->env->inv = op->below; 957 env->inv = below;
1084 958
1085 if (op->below != NULL) 959 if (below)
1086 op->below->above = op->above; 960 below->above = above;
1087 961
1088 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
1091 */ 965 */
1092 op->x = op->env->x, op->y = op->env->y; 966 x = env->x, y = env->y;
1093 op->map = op->env->map; 967 map = env->map;
1094 op->above = NULL, op->below = NULL; 968 above = 0, below = 0;
1095 op->env = NULL; 969 env = 0;
1096 } 970 }
1097 else if (op->map) 971 else if (map)
1098 { 972 {
1099 x = op->x; 973 if (type == PLAYER)
1100 y = op->y;
1101 m = get_map_from_coord (op->map, &x, &y);
1102
1103 if (!m)
1104 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1106 op->map->path, op->x, op->y);
1107 /* in old days, we used to set x and y to 0 and continue.
1108 * it seems if we get into this case, something is probablye
1109 * screwed up and should be fixed.
1110 */
1111 abort ();
1112 } 974 {
1113 975 --map->players;
1114 if (op->map != m) 976 map->last_access = runtime;
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about
1120 */ 977 }
978
1121 979
1122 /* link the object above us */ 980 /* link the object above us */
1123 if (op->above) 981 if (above)
1124 op->above->below = op->below; 982 above->below = below;
1125 else 983 else
1126 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 984 map->at (x, y).top = below; /* we were top, set new top */
1127 985
1128 /* Relink the object below us, if there is one */ 986 /* Relink the object below us, if there is one */
1129 if (op->below) 987 if (below)
1130 op->below->above = op->above; 988 below->above = above;
1131 else 989 else
1132 { 990 {
1133 /* Nothing below, which means we need to relink map object for this space 991 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is 992 * use translated coordinates in case some oddness with map tiling is
1135 * evident 993 * evident
1136 */ 994 */
1137 if (GET_MAP_OB (m, x, y) != op) 995 if (GET_MAP_OB (map, x, y) != this)
1138 { 996 {
1139 dump_object (op); 997 char *dump = dump_object (this);
1140 LOG (llevError, 998 LOG (llevError,
1141 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 999 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1000 free (dump);
1142 dump_object (GET_MAP_OB (m, x, y)); 1001 dump = dump_object (GET_MAP_OB (map, x, y));
1143 LOG (llevError, "%s\n", errmsg); 1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1144 } 1004 }
1145 1005
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1006 map->at (x, y).bot = above; /* goes on above it. */
1147 } 1007 }
1148 1008
1149 op->above = 0; 1009 above = 0;
1150 op->below = 0; 1010 below = 0;
1151 1011
1152 if (op->map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1153 return; 1013 return;
1154 1014
1155 tag = op->count; 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157 1016
1158 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1159 { 1018 {
1160 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1161 * being removed. 1020 * being removed.
1162 */ 1021 */
1163 1022
1164 if (tmp->type == PLAYER && tmp != op) 1023 if (tmp->type == PLAYER && tmp != this)
1165 { 1024 {
1166 /* If a container that the player is currently using somehow gets 1025 /* If a container that the player is currently using somehow gets
1167 * removed (most likely destroyed), update the player view 1026 * removed (most likely destroyed), update the player view
1168 * appropriately. 1027 * appropriately.
1169 */ 1028 */
1170 if (tmp->container == op) 1029 if (tmp->container == this)
1171 { 1030 {
1172 CLEAR_FLAG (op, FLAG_APPLIED); 1031 flag [FLAG_APPLIED] = 0;
1173 tmp->container = NULL; 1032 tmp->container = 0;
1174 } 1033 }
1175 1034
1176 tmp->contr->socket.update_look = 1; 1035 if (tmp->contr->ns)
1036 tmp->contr->ns->floorbox_update ();
1177 } 1037 }
1178 1038
1179 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1040 if (check_walk_off
1041 && ((move_type & tmp->move_off)
1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 { 1043 {
1182 move_apply (tmp, op, NULL); 1044 move_apply (tmp, this, 0);
1183 1045
1184 if (was_destroyed (op, tag)) 1046 if (destroyed ())
1185 {
1186 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1187 }
1188 } 1048 }
1189 1049
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1192 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1193 tmp->above = NULL; 1053 tmp->above = 0;
1194 1054
1195 last = tmp; 1055 last = tmp;
1196 } 1056 }
1197 1057
1198 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1199 if (last == NULL) 1060 if (!last)
1200 { 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else 1062 else
1210 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1211 1064
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1213 update_all_los (op->map, op->x, op->y); 1066 update_all_los (map, x, y);
1214 } 1067 }
1215} 1068}
1216 1069
1217/* 1070/*
1218 * merge_ob(op,top): 1071 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1073 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1074 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1075 * If top is NULL, it is calculated.
1223 * Returns pointer to object if it succeded in the merge, otherwise NULL 1076 * Returns pointer to object if it succeded in the merge, otherwise NULL
1224 */ 1077 */
1225
1226object * 1078object *
1227merge_ob (object *op, object *top) 1079merge_ob (object *op, object *top)
1228{ 1080{
1229 if (!op->nrof) 1081 if (!op->nrof)
1230 return 0; 1082 return 0;
1231 1083
1232 if (top == NULL) 1084 if (top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1085 for (top = op; top && top->above; top = top->above)
1086 ;
1234 1087
1235 for (; top != NULL; top = top->below) 1088 for (; top; top = top->below)
1236 { 1089 {
1237 if (top == op) 1090 if (top == op)
1238 continue; 1091 continue;
1239 if (CAN_MERGE (op, top)) 1092
1093 if (object::can_merge (op, top))
1240 { 1094 {
1241 top->nrof += op->nrof; 1095 top->nrof += op->nrof;
1242 1096
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1097/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1244 op->weight = 0; /* Don't want any adjustements now */ 1098 op->weight = 0; /* Don't want any adjustements now */
1245 remove_ob (op); 1099 op->destroy ();
1246 free_object (op);
1247 return top; 1100 return top;
1248 } 1101 }
1249 } 1102 }
1250 1103
1251 return NULL; 1104 return 0;
1252} 1105}
1253 1106
1254/* 1107/*
1255 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1256 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1257 */ 1110 */
1258object * 1111object *
1259insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1260{ 1113{
1261 object *tmp;
1262
1263 if (op->head)
1264 op = op->head;
1265
1266 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1115 {
1268 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1269 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1270 } 1118 }
1271 1119
1290 * Return value: 1138 * Return value:
1291 * new object if 'op' was merged with other object 1139 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1140 * NULL if 'op' was destroyed
1293 * just 'op' otherwise 1141 * just 'op' otherwise
1294 */ 1142 */
1295
1296object * 1143object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1145{
1299 object *tmp, *top, *floor = NULL; 1146 object *tmp, *top, *floor = NULL;
1300 sint16 x, y; 1147 sint16 x, y;
1301 1148
1302 if (QUERY_FLAG (op, FLAG_FREED)) 1149 if (QUERY_FLAG (op, FLAG_FREED))
1303 { 1150 {
1304 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1305 return NULL; 1152 return NULL;
1306 } 1153 }
1307 1154
1308 if (m == NULL) 1155 if (!m)
1309 { 1156 {
1310 dump_object (op); 1157 char *dump = dump_object (op);
1311 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1159 free (dump);
1312 return op; 1160 return op;
1313 } 1161 }
1314 1162
1315 if (out_of_map (m, op->x, op->y)) 1163 if (out_of_map (m, op->x, op->y))
1316 { 1164 {
1317 dump_object (op); 1165 char *dump = dump_object (op);
1318 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1319#ifdef MANY_CORES 1167#ifdef MANY_CORES
1320 /* Better to catch this here, as otherwise the next use of this object 1168 /* Better to catch this here, as otherwise the next use of this object
1321 * is likely to cause a crash. Better to find out where it is getting 1169 * is likely to cause a crash. Better to find out where it is getting
1322 * improperly inserted. 1170 * improperly inserted.
1323 */ 1171 */
1324 abort (); 1172 abort ();
1325#endif 1173#endif
1174 free (dump);
1326 return op; 1175 return op;
1327 } 1176 }
1328 1177
1329 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1330 { 1179 {
1331 dump_object (op); 1180 char *dump = dump_object (op);
1332 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1333 return op; 1183 return op;
1334 } 1184 }
1335 1185
1336 if (op->more != NULL) 1186 if (op->more)
1337 { 1187 {
1338 /* The part may be on a different map. */ 1188 /* The part may be on a different map. */
1339 1189
1340 object *more = op->more; 1190 object *more = op->more;
1341 1191
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358 { 1208 {
1359 if (!op->head) 1209 if (!op->head)
1360 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361 1211
1362 return NULL; 1212 return 0;
1363 } 1213 }
1364 } 1214 }
1365 1215
1366 CLEAR_FLAG (op, FLAG_REMOVED); 1216 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1217
1374 y = op->y; 1224 y = op->y;
1375 1225
1376 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1377 */ 1227 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1379 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1380 if (CAN_MERGE (op, tmp)) 1230 if (object::can_merge (op, tmp))
1381 { 1231 {
1382 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1233 tmp->destroy ();
1384 free_object (tmp);
1385 } 1234 }
1386 1235
1387 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1236 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1237 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 1238
1402 op->below = originator->below; 1251 op->below = originator->below;
1403 1252
1404 if (op->below) 1253 if (op->below)
1405 op->below->above = op; 1254 op->below->above = op;
1406 else 1255 else
1407 SET_MAP_OB (op->map, op->x, op->y, op); 1256 op->ms ().bot = op;
1408 1257
1409 /* since *below* originator, no need to update top */ 1258 /* since *below* originator, no need to update top */
1410 originator->below = op; 1259 originator->below = op;
1411 } 1260 }
1412 else 1261 else
1413 { 1262 {
1414 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1415 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1416 { 1265 {
1417 object *last = NULL; 1266 object *last = 0;
1418 1267
1419 /* 1268 /*
1420 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1421 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1422 * Generally, we want to put the new object on top. But if 1271 * Generally, we want to put the new object on top. But if
1426 * once we get to them. This reduces the need to traverse over all of 1275 * once we get to them. This reduces the need to traverse over all of
1427 * them when adding another one - this saves quite a bit of cpu time 1276 * them when adding another one - this saves quite a bit of cpu time
1428 * when lots of spells are cast in one area. Currently, it is presumed 1277 * when lots of spells are cast in one area. Currently, it is presumed
1429 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1430 */ 1279 */
1431
1432 while (top != NULL) 1280 while (top)
1433 { 1281 {
1434 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1435 floor = top; 1283 floor = top;
1436 1284
1437 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1458 * If INS_ON_TOP is used, don't do this processing 1306 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1307 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1308 * stacking is a bit odd.
1461 */ 1309 */
1462 if (!(flag & INS_ON_TOP) && 1310 if (!(flag & INS_ON_TOP) &&
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1464 { 1312 {
1465 for (last = top; last != floor; last = last->below) 1313 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break; 1315 break;
1468 /* Check to see if we found the object that blocks view, 1316 /* Check to see if we found the object that blocks view,
1490 op->above = GET_MAP_OB (op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1491 1339
1492 if (op->above) 1340 if (op->above)
1493 op->above->below = op; 1341 op->above->below = op;
1494 1342
1495 op->below = NULL; 1343 op->below = 0;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1344 op->ms ().bot = op;
1497 } 1345 }
1498 else 1346 else
1499 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1500 op->above = top->above; 1348 op->above = top->above;
1501 1349
1504 1352
1505 op->below = top; 1353 op->below = top;
1506 top->above = op; 1354 top->above = op;
1507 } 1355 }
1508 1356
1509 if (op->above == NULL) 1357 if (!op->above)
1510 SET_MAP_TOP (op->map, op->x, op->y, op); 1358 op->ms ().top = op;
1511 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1512 1360
1513 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1514 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1515 1367
1516 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1517 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1518 */ 1370 */
1519 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1520 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1372 if (object *pl = op->ms ().player ())
1521 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1522 tmp->contr->socket.update_look = 1; 1374 pl->contr->ns->floorbox_update ();
1523 1375
1524 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1525 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1526 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1527 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1528 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1529 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_NEED_UPDATE for spaces within this area
1531 * of effect may be sufficient. 1383 * of effect may be sufficient.
1532 */ 1384 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1534 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1535 1387
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1538 1390
1391 INVOKE_OBJECT (INSERT, op);
1392
1539 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1541 * 1395 *
1542 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1399 * update_object().
1547 1401
1548 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1550 { 1404 {
1551 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1552 return NULL; 1406 return 0;
1553 1407
1554 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1555 * walk on's. 1409 * walk on's.
1556 */ 1410 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1559 return NULL; 1413 return 0;
1560 } 1414 }
1561 1415
1562 return op; 1416 return op;
1563} 1417}
1564 1418
1565/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1568 */ 1422 */
1569void 1423void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1571{ 1425{
1572 object * 1426 object *tmp, *tmp1;
1573 tmp;
1574 object *
1575 tmp1;
1576 1427
1577 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1578 1429
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1582 { 1432 tmp->destroy ();
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1433
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1589 1435
1590 tmp1->x = op->x; 1436 tmp1->x = op->x;
1591 tmp1->y = op->y; 1437 tmp1->y = op->y;
1592 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1593} 1445}
1594 1446
1595/* 1447/*
1596 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1597 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1598 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1599 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1600 * global static errmsg array. 1452 * global static errmsg array.
1601 */ 1453 */
1602
1603object * 1454object *
1604get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1605{ 1456{
1606 object * 1457 object *newob;
1607 newob;
1608 int
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1610 1459
1611 if (orig_ob->nrof < nr) 1460 if (orig_ob->nrof < nr)
1612 { 1461 {
1613 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614 return NULL; 1463 return NULL;
1615 } 1464 }
1616 1465
1617 newob = object_create_clone (orig_ob); 1466 newob = object_create_clone (orig_ob);
1618 1467
1619 if ((orig_ob->nrof -= nr) < 1) 1468 if ((orig_ob->nrof -= nr) < 1)
1620 { 1469 orig_ob->destroy (1);
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed) 1470 else if (!is_removed)
1626 { 1471 {
1627 if (orig_ob->env != NULL) 1472 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1649 1494
1650object * 1495object *
1651decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1652{ 1497{
1653 object *tmp; 1498 object *tmp;
1654 player *pl;
1655 1499
1656 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1657 return op; 1501 return op;
1658 1502
1659 if (i > op->nrof) 1503 if (i > op->nrof)
1660 i = op->nrof; 1504 i = op->nrof;
1661 1505
1662 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i; 1507 op->nrof -= i;
1664 else if (op->env != NULL) 1508 else if (op->env)
1665 { 1509 {
1666 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1667 * therein? 1511 * therein?
1668 */ 1512 */
1669 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1670 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player. 1518 * and then searching the map for a player.
1675 */ 1519 */
1676 if (!tmp) 1520 if (!tmp)
1677 { 1521 for_all_players (pl)
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1680 break; 1525 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 } 1526 }
1686 1527
1687 if (i < op->nrof) 1528 if (i < op->nrof)
1688 { 1529 {
1689 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i; 1531 op->nrof -= i;
1691 if (tmp) 1532 if (tmp)
1692 {
1693 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1694 }
1695 } 1534 }
1696 else 1535 else
1697 { 1536 {
1698 remove_ob (op); 1537 op->remove ();
1699 op->nrof = 0; 1538 op->nrof = 0;
1700 if (tmp) 1539 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1703 }
1704 } 1541 }
1705 } 1542 }
1706 else 1543 else
1707 { 1544 {
1708 object *above = op->above; 1545 object *above = op->above;
1709 1546
1710 if (i < op->nrof) 1547 if (i < op->nrof)
1711 op->nrof -= i; 1548 op->nrof -= i;
1712 else 1549 else
1713 { 1550 {
1714 remove_ob (op); 1551 op->remove ();
1715 op->nrof = 0; 1552 op->nrof = 0;
1716 } 1553 }
1717 1554
1718 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1720 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1721 { 1558 {
1722 if (op->nrof) 1559 if (op->nrof)
1723 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1724 else 1561 else
1728 1565
1729 if (op->nrof) 1566 if (op->nrof)
1730 return op; 1567 return op;
1731 else 1568 else
1732 { 1569 {
1733 free_object (op); 1570 op->destroy ();
1734 return NULL; 1571 return 0;
1735 } 1572 }
1736} 1573}
1737 1574
1738/* 1575/*
1739 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1751 op->carrying += weight; 1588 op->carrying += weight;
1752 op = op->env; 1589 op = op->env;
1753 } 1590 }
1754} 1591}
1755 1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1601 return op;
1602 }
1603
1604 if (where->head)
1605 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1609
1610 return where->insert (op);
1611}
1612
1756/* 1613/*
1757 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1758 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1759 * inside the object environment. 1616 * inside the object environment.
1760 * 1617 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1768 */ 1620 */
1769 1621
1770object * 1622object *
1771insert_ob_in_ob (object *op, object *where) 1623object::insert (object *op)
1772{ 1624{
1773 object * 1625 object *tmp, *otmp;
1774 tmp, *
1775 otmp;
1776 1626
1777 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1627 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 { 1628 op->remove ();
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796 1629
1797 if (op->more) 1630 if (op->more)
1798 { 1631 {
1799 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1632 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800 return op; 1633 return op;
1802 1635
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1636 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1805 if (op->nrof) 1638 if (op->nrof)
1806 { 1639 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1809 { 1642 {
1810 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1644 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1646 /* Weight handling gets pretty funky. Since we are adding to
1814 * tmp->nrof, we need to increase the weight. 1647 * tmp->nrof, we need to increase the weight.
1815 */ 1648 */
1816 add_weight (where, op->weight * op->nrof); 1649 add_weight (this, op->weight * op->nrof);
1817 SET_FLAG (op, FLAG_REMOVED); 1650 SET_FLAG (op, FLAG_REMOVED);
1818 free_object (op); /* free the inserted object */ 1651 op->destroy (); /* free the inserted object */
1819 op = tmp; 1652 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1653 op->remove (); /* and fix old object's links */
1821 CLEAR_FLAG (op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break; 1655 break;
1823 } 1656 }
1824 1657
1825 /* I assume combined objects have no inventory 1658 /* I assume combined objects have no inventory
1826 * We add the weight - this object could have just been removed 1659 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract 1660 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do 1661 * the weight, so we need to add it in again, since we actually do
1829 * the linking below 1662 * the linking below
1830 */ 1663 */
1831 add_weight (where, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1832 } 1665 }
1833 else 1666 else
1834 add_weight (where, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1835 1668
1836 otmp = is_player_inv (where); 1669 otmp = this->in_player ();
1837 if (otmp && otmp->contr != NULL) 1670 if (otmp && otmp->contr)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp); 1672 otmp->update_stats ();
1841 }
1842 1673
1843 op->map = NULL; 1674 op->map = 0;
1844 op->env = where; 1675 op->env = this;
1845 op->above = NULL; 1676 op->above = 0;
1846 op->below = NULL; 1677 op->below = 0;
1847 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1848 1679
1849 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1850 if ((op->glow_radius != 0) && where->map) 1681 if ((op->glow_radius != 0) && map)
1851 { 1682 {
1852#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1853 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map)) 1686 if (map->darkness)
1856 update_all_los (where->map, where->x, where->y); 1687 update_all_los (map, x, y);
1857 } 1688 }
1858 1689
1859 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1860 * It sure simplifies this function... 1691 * It sure simplifies this function...
1861 */ 1692 */
1862 if (where->inv == NULL) 1693 if (!inv)
1863 where->inv = op; 1694 inv = op;
1864 else 1695 else
1865 { 1696 {
1866 op->below = where->inv; 1697 op->below = inv;
1867 op->below->above = op; 1698 op->below->above = op;
1868 where->inv = op; 1699 inv = op;
1869 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1703
1870 return op; 1704 return op;
1871} 1705}
1872 1706
1873/* 1707/*
1874 * Checks if any objects has a move_type that matches objects 1708 * Checks if any objects has a move_type that matches objects
1888 * 1722 *
1889 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1890 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1891 * on top. 1725 * on top.
1892 */ 1726 */
1893
1894int 1727int
1895check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1896{ 1729{
1897 object * 1730 object *tmp;
1898 tmp; 1731 maptile *m = op->map;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y; 1732 int x = op->x, y = op->y;
1905 1733
1906 MoveType 1734 MoveType move_on, move_slow, move_block;
1907 move_on,
1908 move_slow,
1909 move_block;
1910 1735
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1736 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1737 return 0;
1913
1914 tag = op->count;
1915 1738
1916 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1739 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1917 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1740 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1918 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1741 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1919 1742
1935 1758
1936 /* The objects have to be checked from top to bottom. 1759 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1760 * Hence, we first go to the top:
1938 */ 1761 */
1939 1762
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1941 { 1764 {
1942 /* Trim the search when we find the first other spell effect 1765 /* Trim the search when we find the first other spell effect
1943 * this helps performance so that if a space has 50 spell objects, 1766 * this helps performance so that if a space has 50 spell objects,
1944 * we don't need to check all of them. 1767 * we don't need to check all of them.
1945 */ 1768 */
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1803 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1804 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1805 {
1983 move_apply (tmp, op, originator); 1806 move_apply (tmp, op, originator);
1984 1807
1985 if (was_destroyed (op, tag)) 1808 if (op->destroyed ())
1986 return 1; 1809 return 1;
1987 1810
1988 /* what the person/creature stepped onto has moved the object 1811 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1812 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1813 * have a feeling strange problems would result.
2000/* 1823/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1824 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1825 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2004 */ 1827 */
2005
2006object * 1828object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1829present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1830{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1831 if (m == NULL || out_of_map (m, x, y))
2013 { 1832 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1833 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1834 return NULL;
2016 } 1835 }
1836
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2018 if (tmp->arch == at) 1838 if (tmp->arch == at)
2019 return tmp; 1839 return tmp;
1840
2020 return NULL; 1841 return NULL;
2021} 1842}
2022 1843
2023/* 1844/*
2024 * present(type, map, x, y) searches for any objects with 1845 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1846 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2027 */ 1848 */
2028
2029object * 1849object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1850present (unsigned char type, maptile *m, int x, int y)
2031{ 1851{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1852 if (out_of_map (m, x, y))
2036 { 1853 {
2037 LOG (llevError, "Present called outside map.\n"); 1854 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1855 return NULL;
2039 } 1856 }
1857
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2041 if (tmp->type == type) 1859 if (tmp->type == type)
2042 return tmp; 1860 return tmp;
1861
2043 return NULL; 1862 return NULL;
2044} 1863}
2045 1864
2046/* 1865/*
2047 * present_in_ob(type, object) searches for any objects with 1866 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1867 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2050 */ 1869 */
2051
2052object * 1870object *
2053present_in_ob (unsigned char type, const object *op) 1871present_in_ob (unsigned char type, const object *op)
2054{ 1872{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1874 if (tmp->type == type)
2060 return tmp; 1875 return tmp;
1876
2061 return NULL; 1877 return NULL;
2062} 1878}
2063 1879
2064/* 1880/*
2065 * present_in_ob (type, str, object) searches for any objects with 1881 * present_in_ob (type, str, object) searches for any objects with
2073 * str is the string to match against. Note that we match against 1889 * str is the string to match against. Note that we match against
2074 * the object name, not the archetype name. this is so that the 1890 * the object name, not the archetype name. this is so that the
2075 * spell code can use one object type (force), but change it's name 1891 * spell code can use one object type (force), but change it's name
2076 * to be unique. 1892 * to be unique.
2077 */ 1893 */
2078
2079object * 1894object *
2080present_in_ob_by_name (int type, const char *str, const object *op) 1895present_in_ob_by_name (int type, const char *str, const object *op)
2081{ 1896{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1898 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1899 return tmp;
2089 } 1900
2090 return NULL; 1901 return 0;
2091} 1902}
2092 1903
2093/* 1904/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1905 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1906 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2097 */ 1908 */
2098
2099object * 1909object *
2100present_arch_in_ob (const archetype *at, const object *op) 1910present_arch_in_ob (const archetype *at, const object *op)
2101{ 1911{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->arch == at) 1913 if (tmp->arch == at)
2107 return tmp; 1914 return tmp;
1915
2108 return NULL; 1916 return NULL;
2109} 1917}
2110 1918
2111/* 1919/*
2112 * activate recursively a flag on an object inventory 1920 * activate recursively a flag on an object inventory
2113 */ 1921 */
2114void 1922void
2115flag_inv (object *op, int flag) 1923flag_inv (object *op, int flag)
2116{ 1924{
2117 object *
2118 tmp;
2119
2120 if (op->inv) 1925 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2122 { 1927 {
2123 SET_FLAG (tmp, flag); 1928 SET_FLAG (tmp, flag);
2124 flag_inv (tmp, flag); 1929 flag_inv (tmp, flag);
2125 } 1930 }
2126} /* 1931}
1932
1933/*
2127 * desactivate recursively a flag on an object inventory 1934 * deactivate recursively a flag on an object inventory
2128 */ 1935 */
2129void 1936void
2130unflag_inv (object *op, int flag) 1937unflag_inv (object *op, int flag)
2131{ 1938{
2132 object *
2133 tmp;
2134
2135 if (op->inv) 1939 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2137 { 1941 {
2138 CLEAR_FLAG (tmp, flag); 1942 CLEAR_FLAG (tmp, flag);
2139 unflag_inv (tmp, flag); 1943 unflag_inv (tmp, flag);
2140 } 1944 }
2141} 1945}
2144 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145 * all it's inventory (recursively). 1949 * all it's inventory (recursively).
2146 * If checksums are used, a player will get set_cheat called for 1950 * If checksums are used, a player will get set_cheat called for
2147 * him/her-self and all object carried by a call to this function. 1951 * him/her-self and all object carried by a call to this function.
2148 */ 1952 */
2149
2150void 1953void
2151set_cheat (object *op) 1954set_cheat (object *op)
2152{ 1955{
2153 SET_FLAG (op, FLAG_WAS_WIZ); 1956 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ); 1957 flag_inv (op, FLAG_WAS_WIZ);
2173 * because arch_blocked (now ob_blocked) needs to know the movement type 1976 * because arch_blocked (now ob_blocked) needs to know the movement type
2174 * to know if the space in question will block the object. We can't use 1977 * to know if the space in question will block the object. We can't use
2175 * the archetype because that isn't correct if the monster has been 1978 * the archetype because that isn't correct if the monster has been
2176 * customized, changed states, etc. 1979 * customized, changed states, etc.
2177 */ 1980 */
2178
2179int 1981int
2180find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1982find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2181{ 1983{
2182 int
2183 i,
2184 index = 0, flag; 1984 int index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 1985 int altern[SIZEOFFREE];
2187 1986
2188 for (i = start; i < stop; i++) 1987 for (int i = start; i < stop; i++)
2189 { 1988 {
2190 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1989 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2191 if (!flag) 1990 if (!flag)
2192 altern[index++] = i; 1991 altern [index++] = i;
2193 1992
2194 /* Basically, if we find a wall on a space, we cut down the search size. 1993 /* Basically, if we find a wall on a space, we cut down the search size.
2195 * In this way, we won't return spaces that are on another side of a wall. 1994 * In this way, we won't return spaces that are on another side of a wall.
2196 * This mostly work, but it cuts down the search size in all directions - 1995 * This mostly work, but it cuts down the search size in all directions -
2197 * if the space being examined only has a wall to the north and empty 1996 * if the space being examined only has a wall to the north and empty
2198 * spaces in all the other directions, this will reduce the search space 1997 * spaces in all the other directions, this will reduce the search space
2199 * to only the spaces immediately surrounding the target area, and 1998 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 1999 * won't look 2 spaces south of the target space.
2201 */ 2000 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2001 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2203 stop = maxfree[i]; 2002 stop = maxfree[i];
2204 } 2003 }
2004
2205 if (!index) 2005 if (!index)
2206 return -1; 2006 return -1;
2007
2207 return altern[RANDOM () % index]; 2008 return altern[RANDOM () % index];
2208} 2009}
2209 2010
2210/* 2011/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 2012 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 2013 * find_free_spot(), but it will search max number of squares.
2213 * But it will return the first available spot, not a random choice. 2014 * But it will return the first available spot, not a random choice.
2214 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2015 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215 */ 2016 */
2216
2217int 2017int
2218find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2018find_first_free_spot (const object *ob, maptile *m, int x, int y)
2219{ 2019{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 2020 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2021 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2226 return i; 2022 return i;
2227 } 2023
2228 return -1; 2024 return -1;
2229} 2025}
2230 2026
2231/* 2027/*
2232 * The function permute(arr, begin, end) randomly reorders the array 2028 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 2029 * arr[begin..end-1].
2030 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 2031 */
2235static void 2032static void
2236permute (int *arr, int begin, int end) 2033permute (int *arr, int begin, int end)
2237{ 2034{
2238 int 2035 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2036 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2037
2249 tmp = arr[i]; 2038 while (--end)
2250 arr[i] = arr[j]; 2039 swap (arr [end], arr [RANDOM () % (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2040}
2254 2041
2255/* new function to make monster searching more efficient, and effective! 2042/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2043 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2044 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2047 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2048 */
2262void 2049void
2263get_search_arr (int *search_arr) 2050get_search_arr (int *search_arr)
2264{ 2051{
2265 int 2052 int i;
2266 i;
2267 2053
2268 for (i = 0; i < SIZEOFFREE; i++) 2054 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2055 search_arr[i] = i;
2271 }
2272 2056
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2057 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2058 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2059 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2060}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2069 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2070 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2071 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2072 * there is capable of.
2289 */ 2073 */
2290
2291int 2074int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2075find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2076{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2077 int i, max = SIZEOFFREE, mflags;
2297 2078
2298 sint16 nx, ny; 2079 sint16 nx, ny;
2299 object * 2080 object *tmp;
2300 tmp; 2081 maptile *mp;
2301 mapstruct *
2302 mp;
2303 2082
2304 MoveType blocked, move_type; 2083 MoveType blocked, move_type;
2305 2084
2306 if (exclude && exclude->head) 2085 if (exclude && exclude->head)
2307 { 2086 {
2319 mp = m; 2098 mp = m;
2320 nx = x + freearr_x[i]; 2099 nx = x + freearr_x[i];
2321 ny = y + freearr_y[i]; 2100 ny = y + freearr_y[i];
2322 2101
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2103
2324 if (mflags & P_OUT_OF_MAP) 2104 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2105 max = maxfree[i];
2327 }
2328 else 2106 else
2329 { 2107 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2108 mapspace &ms = mp->at (nx, ny);
2109
2110 blocked = ms.move_block;
2331 2111
2332 if ((move_type & blocked) == move_type) 2112 if ((move_type & blocked) == move_type)
2333 {
2334 max = maxfree[i]; 2113 max = maxfree[i];
2335 }
2336 else if (mflags & P_IS_ALIVE) 2114 else if (mflags & P_IS_ALIVE)
2337 { 2115 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2116 for (tmp = ms.bot; tmp; tmp = tmp->above)
2339 { 2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2341 {
2342 break; 2119 break;
2343 } 2120
2344 }
2345 if (tmp) 2121 if (tmp)
2346 {
2347 return freedir[i]; 2122 return freedir[i];
2348 }
2349 } 2123 }
2350 } 2124 }
2351 } 2125 }
2126
2352 return 0; 2127 return 0;
2353} 2128}
2354 2129
2355/* 2130/*
2356 * distance(object 1, object 2) will return the square of the 2131 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2132 * distance between the two given objects.
2358 */ 2133 */
2359
2360int 2134int
2361distance (const object *ob1, const object *ob2) 2135distance (const object *ob1, const object *ob2)
2362{ 2136{
2363 int
2364 i;
2365
2366 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 return i;
2368} 2138}
2369 2139
2370/* 2140/*
2371 * find_dir_2(delta-x,delta-y) will return a direction in which 2141 * find_dir_2(delta-x,delta-y) will return a direction in which
2372 * an object which has subtracted the x and y coordinates of another 2142 * an object which has subtracted the x and y coordinates of another
2373 * object, needs to travel toward it. 2143 * object, needs to travel toward it.
2374 */ 2144 */
2375
2376int 2145int
2377find_dir_2 (int x, int y) 2146find_dir_2 (int x, int y)
2378{ 2147{
2379 int 2148 int q;
2380 q;
2381 2149
2382 if (y) 2150 if (y)
2383 q = x * 100 / y; 2151 q = x * 100 / y;
2384 else if (x) 2152 else if (x)
2385 q = -300 * x; 2153 q = -300 * x;
2420int 2188int
2421absdir (int d) 2189absdir (int d)
2422{ 2190{
2423 while (d < 1) 2191 while (d < 1)
2424 d += 8; 2192 d += 8;
2193
2425 while (d > 8) 2194 while (d > 8)
2426 d -= 8; 2195 d -= 8;
2196
2427 return d; 2197 return d;
2428} 2198}
2429 2199
2430/* 2200/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2433 */ 2203 */
2434 2204
2435int 2205int
2436dirdiff (int dir1, int dir2) 2206dirdiff (int dir1, int dir2)
2437{ 2207{
2438 int 2208 int d;
2439 d;
2440 2209
2441 d = abs (dir1 - dir2); 2210 d = abs (dir1 - dir2);
2442 if (d > 4) 2211 if (d > 4)
2443 d = 8 - d; 2212 d = 8 - d;
2213
2444 return d; 2214 return d;
2445} 2215}
2446 2216
2447/* peterm: 2217/* peterm:
2448 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2452 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2453 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2454 * functions. 2224 * functions.
2455 */ 2225 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2226int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2281 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2515 */ 2283 */
2516
2517
2518int 2284int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2286{
2521 sint16 dx, dy; 2287 sint16 dx, dy;
2522 int
2523 mflags; 2288 int mflags;
2524 2289
2525 if (dir < 0) 2290 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2527 2292
2528 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2541 return 0; 2306 return 0;
2542 2307
2543 /* yes, can see. */ 2308 /* yes, can see. */
2544 if (dir < 9) 2309 if (dir < 9)
2545 return 1; 2310 return 1;
2311
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2315}
2549
2550
2551 2316
2552/* 2317/*
2553 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2554 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2331 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2332 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2333 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569} 2334}
2570 2335
2571
2572/* 2336/*
2573 * create clone from object to another 2337 * create clone from object to another
2574 */ 2338 */
2575object * 2339object *
2576object_create_clone (object *asrc) 2340object_create_clone (object *asrc)
2577{ 2341{
2578 object *
2579 dst = NULL, *tmp, *src, *part, *prev, *item; 2342 object *dst = 0, *tmp, *src, *part, *prev, *item;
2580 2343
2581 if (!asrc) 2344 if (!asrc)
2582 return NULL; 2345 return 0;
2346
2583 src = asrc; 2347 src = asrc;
2584 if (src->head) 2348 if (src->head)
2585 src = src->head; 2349 src = src->head;
2586 2350
2587 prev = NULL; 2351 prev = 0;
2588 for (part = src; part; part = part->more) 2352 for (part = src; part; part = part->more)
2589 { 2353 {
2590 tmp = get_object (); 2354 tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x; 2355 tmp->x -= src->x;
2593 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2594 if (!part->head) 2358 if (!part->head)
2595 { 2359 {
2596 dst = tmp; 2360 dst = tmp;
2597 tmp->head = NULL; 2361 tmp->head = 0;
2598 } 2362 }
2599 else 2363 else
2600 {
2601 tmp->head = dst; 2364 tmp->head = dst;
2602 } 2365
2603 tmp->more = NULL; 2366 tmp->more = 0;
2367
2604 if (prev) 2368 if (prev)
2605 prev->more = tmp; 2369 prev->more = tmp;
2370
2606 prev = tmp; 2371 prev = tmp;
2607 } 2372 }
2608 2373
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2611 {
2612 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2376
2615 return dst; 2377 return dst;
2616} 2378}
2617 2379
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */ 2380/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */ 2381/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */ 2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */ 2383/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */ 2384/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */ 2385/* Also remember that multiparts objects are not supported for now. */
2638
2639object * 2386object *
2640load_object_str (const char *obstr) 2387load_object_str (const char *obstr)
2641{ 2388{
2642 object * 2389 object *op;
2643 op;
2644 char
2645 filename[MAX_BUF]; 2390 char filename[MAX_BUF];
2646 2391
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648 2393
2649 FILE *
2650 tempfile = fopen (filename, "w"); 2394 FILE *tempfile = fopen (filename, "w");
2651 2395
2652 if (tempfile == NULL) 2396 if (tempfile == NULL)
2653 { 2397 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n"); 2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL; 2399 return NULL;
2656 }; 2400 }
2401
2657 fprintf (tempfile, obstr); 2402 fprintf (tempfile, obstr);
2658 fclose (tempfile); 2403 fclose (tempfile);
2659 2404
2660 op = get_object (); 2405 op = object::create ();
2661 2406
2662 object_thawer thawer (filename); 2407 object_thawer thawer (filename);
2663 2408
2664 if (thawer) 2409 if (thawer)
2665 load_object (thawer, op, 0); 2410 load_object (thawer, op, 0);
2675 * returns NULL if no match. 2420 * returns NULL if no match.
2676 */ 2421 */
2677object * 2422object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2423find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2424{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2425 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2426 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2427 return tmp;
2686 2428
2687 return NULL; 2429 return 0;
2688} 2430}
2689 2431
2690/* If ob has a field named key, return the link from the list, 2432/* If ob has a field named key, return the link from the list,
2691 * otherwise return NULL. 2433 * otherwise return NULL.
2692 * 2434 *
2694 * do the desired thing. 2436 * do the desired thing.
2695 */ 2437 */
2696key_value * 2438key_value *
2697get_ob_key_link (const object *ob, const char *key) 2439get_ob_key_link (const object *ob, const char *key)
2698{ 2440{
2699 key_value *
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next) 2441 for (key_value *link = ob->key_values; link; link = link->next)
2703 {
2704 if (link->key == key) 2442 if (link->key == key)
2705 {
2706 return link; 2443 return link;
2707 }
2708 }
2709 2444
2710 return NULL; 2445 return 0;
2711} 2446}
2712 2447
2713/* 2448/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2449 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2450 *
2718 * The returned string is shared. 2453 * The returned string is shared.
2719 */ 2454 */
2720const char * 2455const char *
2721get_ob_key_value (const object *op, const char *const key) 2456get_ob_key_value (const object *op, const char *const key)
2722{ 2457{
2723 key_value * 2458 key_value *link;
2724 link; 2459 shstr_cmp canonical_key (key);
2725 const char *
2726 canonical_key;
2727 2460
2728 canonical_key = shstr::find (key);
2729
2730 if (canonical_key == NULL) 2461 if (!canonical_key)
2731 { 2462 {
2732 /* 1. There being a field named key on any object 2463 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find. 2464 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field. 2465 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field. 2466 * 3. Therefore, *this* object doesn't have this field.
2736 */ 2467 */
2737 return NULL; 2468 return 0;
2738 } 2469 }
2739 2470
2740 /* This is copied from get_ob_key_link() above - 2471 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead. 2472 * only 4 lines, and saves the function call overhead.
2742 */ 2473 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2474 for (link = op->key_values; link; link = link->next)
2744 {
2745 if (link->key == canonical_key) 2475 if (link->key == canonical_key)
2746 {
2747 return link->value; 2476 return link->value;
2748 } 2477
2749 }
2750 return NULL; 2478 return 0;
2751} 2479}
2752 2480
2753 2481
2754/* 2482/*
2755 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2762 * Returns TRUE on success. 2490 * Returns TRUE on success.
2763 */ 2491 */
2764int 2492int
2765set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2493set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766{ 2494{
2767 key_value *
2768 field = NULL, *last = NULL; 2495 key_value *field = NULL, *last = NULL;
2769 2496
2770 for (field = op->key_values; field != NULL; field = field->next) 2497 for (field = op->key_values; field != NULL; field = field->next)
2771 { 2498 {
2772 if (field->key != canonical_key) 2499 if (field->key != canonical_key)
2773 { 2500 {
2801 /* IF we get here, key doesn't exist */ 2528 /* IF we get here, key doesn't exist */
2802 2529
2803 /* No field, we'll have to add it. */ 2530 /* No field, we'll have to add it. */
2804 2531
2805 if (!add_key) 2532 if (!add_key)
2806 {
2807 return FALSE; 2533 return FALSE;
2808 } 2534
2809 /* There isn't any good reason to store a null 2535 /* There isn't any good reason to store a null
2810 * value in the key/value list. If the archetype has 2536 * value in the key/value list. If the archetype has
2811 * this key, then we should also have it, so shouldn't 2537 * this key, then we should also have it, so shouldn't
2812 * be here. If user wants to store empty strings, 2538 * be here. If user wants to store empty strings,
2813 * should pass in "" 2539 * should pass in ""
2840{ 2566{
2841 shstr key_ (key); 2567 shstr key_ (key);
2842 2568
2843 return set_ob_key_value_s (op, key_, value, add_key); 2569 return set_ob_key_value_s (op, key_, value, add_key);
2844} 2570}
2571
2572object::depth_iterator::depth_iterator (object *container)
2573: iterator_base (container)
2574{
2575 while (item->inv)
2576 item = item->inv;
2577}
2578
2579void
2580object::depth_iterator::next ()
2581{
2582 if (item->below)
2583 {
2584 item = item->below;
2585
2586 while (item->inv)
2587 item = item->inv;
2588 }
2589 else
2590 item = item->env;
2591}
2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2620// return a suitable string describing an objetc in enough detail to find it
2621const char *
2622object::debug_desc (char *info) const
2623{
2624 char flagdesc[512];
2625 char info2[256 * 4];
2626 char *p = info;
2627
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2629 count, uuid.seq,
2630 &name,
2631 title ? "\",title:" : "",
2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2634
2635 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2637
2638 if (map)
2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2640
2641 return info;
2642}
2643
2644const char *
2645object::debug_desc () const
2646{
2647 static char info[256 * 3];
2648 return debug_desc (info);
2649}
2650

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